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Messages - Delian

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16
The best training is Simpleton

Which logically doesn't make any sense because simple minds were supposed to be easier to mind control.

17
XPiratez / Re: Bugs & Crash Reports
« on: February 05, 2024, 01:39:16 am »
But at the mission debriefing loot window shown only 1 laser pistol, meaning the pistol gal picked up was lost

Academy outpost can't spawn 2 of the same laser pistols on the ground. It spawns Self-Charging Laspistol + Pocket Las-Charger.

18
XPiratez / Re: Bugs & Crash Reports
« on: February 04, 2024, 03:55:38 am »
Unmaker condemnation says "Night Vision every 3rd level", but its 1st level already adds night vision (2nd level doesn't tho)

Grav Cannon says it shoots in a straight line. It should probably be in the "Launchers" category instead of "Arcing Long-Range"

STORMCAT should have CAMO instead of INVIS
SHADE says INVIS 10, but it's only invisible during the day. if this is intended, then description should be corrected.

19
XPiratez / Re: How Different Is Xpiratez Since
« on: February 28, 2023, 05:44:18 pm »
Sky Ninjas do not build bases early on

On Jack Sparrow they still do.

20
This feature sounds like it would only be useful to players, not modders.

If a moddable research cost multiplier is added, then it should be stand-alone setting, not bound to game difficulty settings. That's because a player may not necessarily want a shorter+easier game or a longer+harder game. They could also have a shorter+harder or a longer+easier game.

You do mention another interesting concept tho - Game Length. I wonder if a player-adjustable Game Length setting has already been discussed in the past.

21
OXCE Suggestions Archive / Re: [Suggestion] Rotating Craft Maintenance
« on: February 24, 2023, 04:06:29 pm »
damage that prevents a craft takeoff and damage that doesn't prevent craft takeoff.

Remember, you can launch a craft that has only 1% health left, if it has >0% fuel in it. Therefore "damage that prevents a craft takeoff" cannot logically exist.
Maybe if you'd argue that there exists "damage that prevents a craft from being refuelled", but that also doesn't make sense because, logically, a craft's fuel system works just fine since the craft can take off, fly, and land without issues. Any holes in the fuel tank would only make refuelling easier hehe.

In my opinion, these are not issues, but desired and well designed fundamental geoscape features.

I'd argue that because in xcomapoc these fundamental geoscape features have been changed (so that refuelling rearming and repairing all happen at the same time), it indicates that the original behavior of these features in ufo/tftd was undesirable.
Also, no one is arguing that repairing should be removed altogether. What we can say is that, considering mods do often use the repairRate craft rule, it, again, indicates that unmodded maintenance behavior is undesirable.

Anyway, I agree that if this feature was sufficiently moddable, then a workaround could be produced. What would be a good way to mod this?
You could make a geoscape yankes-script function that gets executed every 30min on every craft, which would contain the repairing/rearming/refuelling logic. Modders could then change this logic and include their own code to modify the craft's repair/refuel/rearm state. I do like Finnik's idea of consuming custom items for repairs, perhaps even custom repair speed depending on the item used, tho that might be a bit hard to realize in a yankes-script function.

22
OXCE Suggestions Archive / [Suggestion] Rotating Craft Maintenance
« on: February 24, 2023, 01:22:26 am »
If you have the "Force craft launch" game option enabled, you're able to use the craft even if it's not yet ready. That is nice and all, but there's a few issues.

1. If the craft is damaged and out of fuel, then the craft is unusable until the repairs finish, which can take a long time.
2. If the craft is damaged and out of ammo, then the craft is useless (as an interceptor) until the repairs finish, which can take a long time.

The first problem could be solved if the order of maintenance was changed so that refuelling is done before the repairs finish.
The second problem could be solved if the order of maintenance was changed so that at least some ammo is loaded before the repairs finish.

So what I'd like to suggest is to change how the crafts are maintained when the "Force craft launch" option is enabled:
Instead of doing all the repairs first, all three parts of the maintenance should be done at the same time in a rotating fashion:
- Spend 1 hour repairing
- Spend 1 hour refuelling
- Spend 1 hour rearming
- Spend 1 hour repairing
- Spend 1 hour refuelling
- Spend 1 hour rearming
- etc...

This can easily be achieved, for instance, by preferring one action over another based on the result of "current hour of the day" modulus 3

23
XPiratez / Re: Bugs & Crash Reports
« on: February 21, 2023, 10:27:23 pm »
The following manufactures seem to be too profitable:
STR_SCOURGE_SMG_CLIP_AP_XXX
STR_SCOURGE_SMG_CLIP_BIO_XXX
STR_SCOURGE_SMG_CLIP_EMP_XXX
STR_EMP_ROCKET_XXX
STR_RAIL_RIFLE_CLIP_XXX
STR_RAIL_RIFLE_CLIP_AQUA_XXX
STR_XG_SNIPER_RIFLE_CLIP_XXX
STR_XG_SNIPER_RIFLE_CLIP_AQUA_XXX

STR_ANNA_PUMA_EVENT and STR_UNI_PUMA_EVENT spawn the puma sisters. However, they have old stats, from before the nerf. Their stats should be changed to reflect the changes to the base nekomimi stats.

STR_TK_DEVICE should probably not generate smoke.

In Piratez_Factions.rul, lines 26051 and 26055 are duplicate.

On the topic of Bootypedia, I used the old local xpedia, but when opening the html file, the parser throws a few errors. Editing Piratez_Factions.rul and replacing regionsWithCities to RegionsWithCities seems to do the trick. I use the old one because in several cases it's less buggy than the new one.
The https://www.xpiratez.wtf site... did you try turning off Cloudflare CDN? There seem to be some issues with how redirections are set up.

24
XPiratez / Re: I want to find what music plays
« on: September 06, 2022, 02:44:12 am »

25
XPiratez / Re: Bugs & Crash Reports
« on: August 26, 2022, 11:59:11 am »
There's 3 types of coldness (all have the same name, Freezing Cold)
Normal Cold - needs 208% or less resist
Intense Cold - need 83% or less cold resist
Deadly Cold - needs 41% or less cold resist

Certain missions, like Reservoir Dog or Shambler hunt can have Intense Cold. Deadly Cold can sometimes appear when a ufo's landing site is on a "solid ice" texture.

26
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: August 24, 2022, 01:32:43 pm »
You can't make everyone happy
That's true but, no one asked for tempUnitStatistics to be put in a single line. Did Meridian ask for it?

Sorry if I'm being nitpicky here, but I check those statistics (kill list) very often, so the readability there is important to me. If the formatting there stays like this, then I have to use older OXCE version.

27
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: August 24, 2022, 10:49:06 am »
I like all of these changes. I also like the save formatting changs, except one. The tempUnitStatistics of a battlescape unit is all in a single line. This is problematic because tempUnitStatistics also contains a list of kills that the unit made, so too much data gets formatted into a single line. Please change it back to how it was before, with 1 kill per line.

28
XPiratez / Re: A thread for little questions
« on: August 22, 2022, 11:37:01 pm »
If you have 100 tu, 110 reactions and 150 melee, how much armor must an enemy have for Cattle Prod to become more damage efficient than Stun Baton?

29
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: August 22, 2022, 10:35:37 pm »
I'd like it if Hellerium extraction from clips, for instance, H.Ext: Laspistol Clip/Adv (.5), was made cheaper.

10x Laspistol Clip/Adv sells for 20k.
10x Laspistol Clip sells for 5k
So to get 1 Hellerium, you lose 15k, pay 5k in material (2x sc wire), and spend 200 runt hours (worth what, 12k?). 32k to get 1 Hellerium. On the other hand, it costs 20k to just buy Hellerium from the store.

30
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 22, 2022, 12:58:28 am »
Scores are higher because on Jack Sparrow more enemies spawn... also, score bonus per recovered Glamour was increased it seems, when did that happen?

Roving Bands definitely land. Their trajectory has a landing point defined, at which they stay for 50 minutes. In the sav you provided, you do land there:
Code: [Select]
  - { id: 1, markerName: STR_LANDING_SITE_, markerId: 3, time: {second: 0, minute: 43, hour: 20, weekday: 2, day: 6, month: 1, year: 2601}, ... ufo: STR_VESSEL_FOOT_PATROL_NECRO, success: true, score: 175, ... valiantCrux: true }You did the mission, and you got all 3 gals, so why the are you saying that they don't land? Oh... I think I know why. Roving Bands and Rogue Courier have the same marker on the map, so you might be confusing the two. Rogue Courier moves at 265 speed, while Roving Bands move at 90. Well, Roving Bands don't always appear in the same region as your starting base (it's a 80% chance), so I suppose you need to get a bit lucky.

Start a new game bro.
I started a new game. Roving Bands appeared. I waited while they moved around (they change direction 3 times, then land). Did the mission, got 325 score. You got only 175 tho? Are you sure you played on Davy Jones? It's impossible to spawn only 4 necropirates (25 points each) on that difficulty.

Your scores are ludicrous. I've restarted 4 times and it's simply a fact that your score is not going to be that high with what is available.
I want to know exactly how you manage to get 10000 score in Feb because that's fucking silly.
I already posted a list of missions with scores. I don't have a precise list of research done, but I think 1k points was from codex. You'll simply have to accept the fact that getting good scores in the early game is possible and that it's it's not ludicrous to start a new base two months into the game (36 Gold Bars from Golden Codex definitely help hehe). Also, you should enable missile strikes in your game :P

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